No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | Base |
110 Commander in Crisis Battlesuit (base: 50mm) |
|||||||||||
1 | 110 Commander in Crisis Battlesuit |
10" | 3+ | 2+ | 5 | 5 | 6 | 4 | 10 | 3+ | 50mm |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Airbursting fragmentation projector | ||||||
Airbursting fragmentation projector | 24" | Assault D6 | 4 | -1 | 1 | Indirect Fire. Blast. This weapon can target units that are not visible to the bearer. |
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer. | ||||||
Burst cannon | ||||||
Burst cannon | 18" | Assault 6 | 5 | 0 | 1 | - |
Cyclic ion blaster | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Cyclic ion blaster | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 18" | Assault 3 | 7 | -2 | 1 | - |
- Overcharge | ||||||
- Overcharge | 18" | Assault 3 | 8 | -2 | 2 | Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon. |
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon. | ||||||
Fusion blaster | ||||||
Fusion blaster | 18" | Assault 1 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Missile pod | ||||||
Missile pod | 30" | Assault 2 | 7 | -2 | 2 | - |
Plasma rifle | ||||||
Plasma rifle | 30" | Assault 1 | 8 | -4 | 3 | - |
T’au flamer | ||||||
T’au flamer | 12" | Assault D6+2 | 4 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. |
OTHER WARGEAR | ABILITIES | ||||||
Counterfire defence system | |||||||
The bearer gains the COUNTERFIRE DEFENCE SYSTEM keyword. | |||||||
Counterfire defence system | The bearer gains the COUNTERFIRE DEFENCE SYSTEM keyword. | ||||||
Early warning override | |||||||
| |||||||
Early warning override |
| ||||||
+10 Iridium battlesuit | |||||||
The bearer has a Save characteristic of 2+. | |||||||
+10 Iridium battlesuit | The bearer has a Save characteristic of 2+. | ||||||
Multi-tracker | |||||||
Each time a ranged attack made by the bearer targets a unit containing 6 or more models, an unmodified hit roll of 6 scores 1 additional hit. Maximum 1 per model. | |||||||
Multi-tracker | Each time a ranged attack made by the bearer targets a unit containing 6 or more models, an unmodified hit roll of 6 scores 1 additional hit. Maximum 1 per model. | ||||||
+10 Shield generator | |||||||
The bearer has a 4+ invulnerable save. | |||||||
+10 Shield generator | The bearer has a 4+ invulnerable save. | ||||||
Target lock | |||||||
Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack. | |||||||
Target lock | Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack. | ||||||
Velocity tracker | |||||||
Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model. | |||||||
Velocity tracker | Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model. |
WARGEAR OPTIONS | |||||||||||||||||||||||||||||||
WARGEAR OPTIONS |
• The Commander in Crisis Battlesuit’s burst cannon can be replaced with upto four of the following, in any combination: 1 airbursting fragmentation projector; 1 burst cannon; 1 counterfire defence system; 1 cyclic ion blaster; 1 early warning override; 1 fusion blaster; 1 missile pod; 1 multi-tracker; 1 plasma rifle; 1 shield generator; 1 target lock; 1 T’au flamer; 1 velocity tracker. • The Commander in Crisis Battlesuit can be equipped with 1 iridium battlesuit. • This unit can be equipped with up to two of the following, in any combination (Power Rating +1): 1 Gun Drone
+10 ; 1 Marker Drone +10 ; 1 Shield Drone +15 (see Drones). |
||||||||||||||||||||||||||||||
ABILITIES | |||||||||||||||||||||||||||||||
ABILITIES |
Battlesuits, Manta Strike Master of War (Aura): While a friendly CORE unit is within 6" of this unit’s CRISIS BATTLESUIT COMMANDER model, each time a CORE model in that unit makes an attack, re-roll a hit roll of 1. Tactical Acumen: In your Command phase, you can select one friendly CRISIS CORE unit within 9" of this unit’s CRISIS BATTLESUIT COMMANDER model. Until the end of the turn:
|
||||||||||||||||||||||||||||||
Commander in Crisis Battlesuit can receive the following Prototype Systems upgrades:
|
|||||||||||||||||||||||||||||||
FACTION KEYWORDS: T’AU EMPIRE, | |||||||||||||||||||||||||||||||
KEYWORDS: INFANTRY, CHARACTER, BATTLESUIT, FLY, JET PACK, CRISIS, COMMANDER |
O’Shovah’s warriors have mastered the art of the drop-zone assault. There are few more imposing sights than a cadre of battlesuits raining from low orbit, jump-jets blazing and cannons spitting death at the helpless foe.
Engaging all systems, skilled battlesuit pilots can surge into battle in a blaze of deadly-accurate firepower.
Even as they descend from on high with thrusters blazing, battlesuit pilots are already locking onto hostile targets and computing fire solutions.
Bork’an scientists have distributed the latest prototype weapons amongst their sept’s Fire Caste contingents, optimised to increase range and accuracy.
Drones will dive into the path of incoming fire without a second thought if it means protecting T’au lives.
The battlesuits of high value T’au operatives are equipped with a fail-safes that ensure the pilot cannot be taken alive for interrogation.
Multiple advanced prototypes and ultra-rare technologies have been provided for the war effort by Ethereal decree.
The Fire Caste academies imbue in all Fire Warriors the importance of raising up the particularly skilled of their number.
Sa’cean cadres maintain close contact with Air Caste spotters in low orbit whose intelligence scans augment the accuracy of the Fire Caste.
T’au combined arms groups are called Hunter Cadres for good reason. Working in close coordination, they hunt and destroy the most dangerous enemy targets.
Point-defence systems trigger as incoming fire is detected, blasting projectiles from the air and blunting the onslaught.
Drone Al are adaptive enough to be assigned individual missions by their masters.
T’au are experts at harrying and outmanoeuvring their foes, bleeding them with accurate bursts of fire before fading away into the shadows.
Even when under intense pressure, T’au warriors remain calm and resolute to break enemy charges with salvoes of fire.
Detecting an incoming enemy assault, the pilot’s battlesuit unleashes a hammer-pulse of kinetic energy strong enough to shatter bone.
By modulating their weapons’ settings, skilled T’au marksmen can cause an ionised energy pulse to erupt from the point of impact to inflict neurological and wave-field disruption upon the foe.
This matrix of inlaid nodes is triggered when the foe approach at close-quarters, discharging a flurry of blinding light pulses, audio-disruption and neuro-electrological chaff that can overwhelm even the hardiest foes and leave them flailing about themselves in ill-directed panic and fury. This effect is extremely powerful, but currently burns out the node-matrix with a single discharge.
COMMANDER or CRISIS model only. Once per battle, at the start of the Fight phase, the bearer can use this Prototype System. If it does, select one enemy unit within Engagement Range of the bearer’s unit. Until the end of the next turn, each time a model in that enemy unit makes an attack, subtract 1 from that attack’s hit roll.This remarkable weapon employs a multi-state oscillating energy wave to project its fusion blast not only into and through unfortunate targets, but also in arcing secondary streams that flow around each impacted victim and onwards to the next. The effect is a coiling column of fusion energy capable of flowing through entire enemy formations.
COMMANDER or CRISIS model equipped with one or more fusion blasters only. This Prototype System replaces one fusion blaster and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Alternating fusion blaster | |||||
Alternating fusion blaster | 12" | Assault 1 | 8 | -4 | D6+2 |
Abilities: Each time an attack is made with this weapon, if a hit is scored, draw a straight line between the closest point of this model’s base (or hull) and that of the closest model in the target unit. Make one wound roll against the target unit, and each other unit this line passes over. |
This burst cannon is augmented with additional power accelerators and recoil-absorption modules, enabling it to unleash more firepower with every deadly salvo.
COMMANDER or CRISIS model equipped with one or more burst cannons only. This Prototype System replaces one burst cannon and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
DW-02 Advanced Burst Cannon | |||||
DW-02 Advanced Burst Cannon | 18" | Assault 8 | 6 | -1 | 1 |
Abilities: Each time an attack made with this weapon is allocated to a model, that model cannot use any rules to ignore the wounds it loses. |
This plasma rifle couples liquid hydrogen cooling flows with containment micro-field technology derived from the Sun Shark Bomber. These shielding measures allow the plasma generated within the weapon to reach far greater temperatures before being unleashed in searing blasts that few foes can long withstand.
COMMANDER or CRISIS model equipped with one or more plasma rifles only. This Prototype System replaces one plasma rifle and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Novasurge Plasma Rifle | |||||
Novasurge Plasma Rifle | 30" | Assault 1 | 8 | -5 | 3 |
Abilities: Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack. |
This device is fuelled by canisters of volatile stellar gas syphoned from coronae of neutron stars. The result, when the weapon is fired, is a sheet of blinding white flame that burns so ferociously hot that it can reduce the armour of a battle tank to molten slag.
COMMANDER or CRISIS model equipped with one or more T’au flamers only. This Prototype System replaces one T’au flamer and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Thermoneutronic Projector [shooting) | |||||
Thermoneutronic Projector [shooting) | 12" | Assault D6+2 | 4 | -2 | 2 |
Thermoneutronic Projector [melee) | |||||
Thermoneutronic Projector [melee) | Melee | Melee | 4 | -2 | 2 |
Abilities: Each time the bearer fights, it makes D6+2 additional attacks with this weapon. |
Viewed with distaste by some amongst the Fire Caste, this insidious weapon launches fragmentation munitions laced with psychoreactive skin-contact agents and neural micro-dampers. Those foes not slain by the initial blast are reduced to a state of terrified incomprehension that shatters their morale or leaves them catatonic.
COMMANDER or CRISIS model equipped with one or more airbursting fragmentation projectors only. This Prototype System replaces one airbursting fragmentation projector and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Dominator Fragmentation Launcher | |||||
Dominator Fragmentation Launcher | 24" | Assault D6 | 5 | -2 | 1 |
Abilities: Blast. This weapon can target units that are not visible to the bearer. Each time the bearer shoots with this weapon, if any hits are scored, until the end of the turn, subtract 4 from the Leadership characteristic of models in the target unit. |
These experimental battlesuit thigh-plates house deployment rails of highly explosive bomblets. As the pilot jets over the foe, the racks can be triggered and the explosives deployed.
Once per turn, after this model has moved in your Movement phase, you can select one unit it moved across and roll one D6: on a 2+, that unit suffers D3 mortal wounds.Missiles fitted with these warheads emit pulsing shock waves of sonic and kinetic force upon detonation, leaving survivors dazed, staggering and ill-coordinated.
COMMANDER or CRISIS model equipped with one or more missile pods only. This Prototype System replaces one missile pod and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Resonator Warheads | |||||
Resonator Warheads | 30" | Assault 3 | 8 | -2 | 2 |
Abilities: Each time the bearer shoots with this weapon, if any hits are scored against an INFANTRY, BEAST or CAVALRY unit, until the start of your next Shooting phase, halve the Move characteristic of models in that unit (if models in that unit are affected by any other modifiers to their Move characteristic, this ability cannot reduce it to less than half). |
This system injects the battlesuit pilot with a carefully measured dose of chemical stimulants intended to temporarily accelerate their phsyical aptitude and pain tolerances.
COMMANDER or CRISIS model only. Once per battle, when a saving throw is failed for the bearer, the bearer can use this Prototype System. If it does, until the end of the turn, each time the bearer would lose a wound, roll one D6: on a 4+, that wound is not lost.This additional scanning package predicts enemy threat vectors and directs harassing fire patterns accordingly.
Model equipped with early warning override only. At the end of the Reinforcements step of your opponent’s Movement phase, if the bearer is not within Engagement Range of any enemy units, it can shoot as if it were your Shooting phase, but it can only target a single eligible enemy unit that was set up as Reinforcements this turn and is within 12" of the bearer.Missile pod used in the following datasheets:
Burst cannon used in the following datasheets:
|
The T’AU EMPIRE keyword is used in the following T’au Empire datasheets:
The keyword is used in the following T’au Empire datasheets:
The DRONE keyword is used in the following T’au Empire datasheets:
The FLY keyword is used in the following T’au Empire datasheets:
The and DRONE keywords are used in the following T’au Empire datasheets:
This datasheet has HQ Battlefield Role. Full list of T’au Empire units sharing same Battlefield Role follows:
The INFANTRY keyword is used in the following T’au Empire datasheets:
The CHARACTER keyword is used in the following T’au Empire datasheets:
The JET PACK keyword is used in the following T’au Empire datasheets:
The COMMANDER keyword is used in the following T’au Empire datasheets:
The T’AU EMPIRE and JET PACK keywords are used in the following T’au Empire datasheets:
The BATTLESUIT keyword is used in the following T’au Empire datasheets:
The BATTLESUIT keyword is used in the following T’au Empire datasheets:
Plasma rifle used in the following datasheets:
The T’AU EMPIRE and CHARACTER keywords are used in the following T’au Empire datasheets:
Airbursting fragmentation projector used in the following datasheets:
Cyclic ion blaster used in the following datasheets:
Fusion blaster used in the following datasheets:
Multi-tracker used in the following datasheets:
Shield generator used in the following datasheets:
Target lock used in the following datasheets:
Velocity tracker used in the following datasheets:
The CRISIS keyword is used in the following T’au Empire datasheets:
Counterfire defence system used in the following datasheets:
The COUNTERFIRE DEFENCE SYSTEM keyword is used in the following T’au Empire datasheets:
Early warning override used in the following datasheets:
|
The FARSIGHT ENCLAVES and BATTLESUIT keywords are used in the following T’au Empire datasheets:
|
T’au flamer used in the following datasheets:
Iridium battlesuit used in the following datasheets:
The CRISIS keyword is used in the following T’au Empire datasheets:
The CRISIS and BATTLESUIT keywords are used in the following T’au Empire datasheets: